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Published by Ashley.Jones99, 2020-05-14 18:57:48

Ryuutama English Edition DIGITAL 1.0

Ryuutama English Edition DIGITAL 1.0

1

Gentle Traveler,
Matt and Andy spent over a combined year
translating, editing and promoting Atsuhiro Okada’s
“Ryuutama: Natural Fantasy RPG” from its original
Japanese into English. If you happened upon a
copy of this game without paying for it, please
give it a read, and play it with your friends. If you
like it, please consider supporting this game, the
original author, and future translation efforts by
purchasing a copy of the PDF or physical book
for yourself. Please see www.kotohi.com for more
information.

Find more Ryuutama play materials, character
sheets, record sheets, and game aids, both for
free and as purchasable DLC, at the Kotodama
Heavy Industries Website:

WWW.KOTOHI.COM

2

RYUUTAMA
nat u r a l fa n ta s y r p g

in the beginning of the world there were four types of dragons
from the four dragons were born the seasons

from the seasons were born the seven dragons of weather
from the weather were born the thirteen dragons of earth
the wind blowing out of the grasslands, the soft sunlight,

pairs of beasts, lively castle towns
all is given life by the long breath of the dragons
from the 24 dragons, innumerable more are born into the world

they wait for the time to awaken
the time has not yet come

the world is a Dragon’s Egg
with the Travelers and Ryuujin warming it
what sort of dragon will hatch into this world...?

3

There is a magnificent tree, perhaps 10 meters tall.
Layers upon layers of bright green leaves form a natural canopy overhead.
This seems to be a perfect place to find respite from the rain.
-From the tale, “The Rainy Season”

4

5

Travelers

Minstrel
A traveler among travelers, minstrels trek from
town to town while showing off their skill in song
or dance. The Minstrel has various skills that can
support the party in a variety of situations.
❁❁ Skills: Well-traveled; Knowledge of

Tradition; Music

Merchant
Traveling tradespeople who exchange goods from
various locales for gold and jewels. Merchants have
skills that allow them to buy goods for cheap and
sell them for a higher price. They are also good at
negotiation using conversational skills.
❁❁ Skills: Well-spoken; Animal Owner; Trader

Hunter
Workers who make their living amidst nature, using
wisdom and technology to bring down their prey.
Hunters are able to find food in any land or climate
while en route to their destination. They can even
eat monsters.
❁❁ Skills: Animal Tracking; Trapping; Hunting

6

Healer
Medics who earn respect from everyone by curing
illness and healing injuries with herbs. You’ll want
to make sure you have a Healer with you if you
are traveling through potentially dangerous lands.
❁❁ Skills: Healing; First-Aid; Herb

Gathering

Farmer
Workers who live in harmony with the providence
of nature. In order to procure their food, they’ve
got to set their hand to a number of different
tasks, giving them practice with a single skill
from another class.
❁❁ Skills: Robust; Animal Owner; Side-job

Artisan
Craftsmen who make useful things, beautiful
things, delicious things, and other varieties of
items. Artisans are able to fix things that break
along the way to their destination. They can also
create the everyday objects they need.
❁❁ Skills: Trapping; Crafting; Repair

Noble
A member of a noble house, they are accomplished
in both the literary and military arts, and have
been instructed in correct etiquette. However,
nobles are not quite suited to outdoor life and are
not very good at traveling.
❁❁ Skills: Etiquette; Refined Education;

Weapon Grace

7

Ryuujin

Game Master Character Race

Midori-Ryuu
Tales of journeys, pilgrimages, adventure, exploration, and hope are the domain
of the Green Ryuujin. While their abilities might be thought of as plain, they are
very versatile, and thus a great default choice for a novice GM.
❁❁ Artefacts: Encyclopedia, Sextant, Torch
❁❁ Bénédiction: Tale of the Journey, Tale of Nostalgia, Tale of the Traveler’s

Journal

Ao-Ryuu
Tales of romance, friendship, heartwarming episodes, human drama, family, and
animals all fall under the purview of the Azure Ryuujin. They have powers to
strengthen the bonds between travelers and to reward kindness.
❁❁ Artefacts: Crystal, Ring, Mascot
❁❁ Bénédiction: Tale of Kindness, Tale of Love, Tale of the Heart
8

Kurenai-Ryuu
Tales of battle, war, growth and experience, monster-hunting, and dungeon exploration
are the domain of the Crimson Ryuujin. They have powers which aid the travelers
in battle, as well as increase the chaos on the battlefield.
❁❁ Artefacts: Greatsword, Longspear, Longbow
❁❁ Bénédiction: Tale of the Hero, Tale of the Challenge, Tale of Revival

Kuro-Ryuu
Tales of conspiracy, betrayal, assassination, tragedy, corruption, suspense, and the
solving of mysteries all fall within the realm of stories the Black Ryuujin controls. They
have the power to grant dark pasts to the travelers, and to twist hearts with dread.
❁❁ Artefacts: Chalice, Dagger, Mirror
❁❁ Bénédiction: Tale of Revenge, Tale of Guidance, Tale of Slaughter

9

How to read this book
Punctuation

Important Game Terms are Capitalized when they are introduced: Traveler,
Ryuujin, etc.

Character Ability Scores are expressed with brackets: [STR] or [DEX:8]
to denote a character with a Dexterity score of 8.

Skill Checks are expressed with the two applicable Ability Scores within
brackets. Any numbers included indicate the difficulty or target number: [STR
+ DEX:7] means that a player rolls Strength and Dexterity dice together, and
succeed on a result of 7 or higher.
Dice Notation: ndx
The “n d x” notation is common in RPG and gaming literature. This is a simple
way to express the number and type of dice a player must roll. In this game,
the total of all dice would be added to find the final value of the roll. The “n”
expresses the number of dice, while the “x” expresses the number of sides on those
dice. For example, 2d6 means “two six-sided dice and add the results together,”
while 1d4 + 2d8 (unlikely to happen in this game) would mean “roll one four-
sided die and two eight-sided dice and add the results together: 3, 6 and 7 = 16”
d100
The d100 notation is a special case. Though there are special one hundred-sided
dice on the market, it is far more common to roll two ten-sided dice, one of
which must be indicated as the 10s die before the roll. For example, if the 10s
die rolls a 4 and the normal die rolls a 9, the result of the dice is 49.
Rounding Numbers
Unless specified, all fractions of numbers are rounded down.

10

Handling Rules Disputes
As these rules are written with the sole aim of providing entertainment, they
are not carved in stone. GMs should feel free to change or alter these rules as
best suits their group. After all, the GM knows their group best, and most RPG
rules work best with at least a slight modification or house ruling anyhow.

If a GM will be changing a large portion of the rules, however, they should
explain the changes to their players in advance, and consider assigning the
Sextant artefact to their Ryuujin.

There are many situations that will come up that are not found in this rule
book. The good and bad of tabletop role playing games is that the breadth of
possibilities means that we cannot foresee all of the player’s actions. A GM in
this situation can make the final determination, or better yet, come to a decision
with the input of the whole group.

Finally, various resources online exist to help lost Travelers. You can find an
FAQ on the Kotodama Heavy Industries web site (www.kotohi.com) or interact
with us on social media such as Google+.

11

Table of Contents
Travelers................................................... 6 Party Roles.............................................54
Ryuujin..................................................... 8 Level Up.................................................55
Items....................................................... 58
The Path to Ryuutama......................... 14 Facilities................................................. 61
About TRPGs........................................16 Weapons and Armor..............................63
About Travelers......................................18 Traveling Gear........................................64
About the Ryuujin..................................20 Animals.................................................. 65
Travelers, Step by Step:..........................22 General Items.........................................66
Ryuujin, Step by Step:............................24 Healing Herbs........................................69
Vocabulary.............................................. 26 Magic..................................................... 72
How To Read The Spell Lists................74
The Book of Spring.............................. 28 Incantation Magic..................................75
Player Character Creation......................29 Spring Magic..........................................79
Classes.................................................... 36 Summer Magic.......................................81
Minstrel.................................................. 38 Fall Magic..............................................83
Merchant................................................ 40 Winter Magic.........................................85
Hunter.................................................... 42 Intro Replay 1.........................................87
Healer..................................................... 44
Farmer.................................................... 46 The Book of Summer............................90
Artisan.................................................... 48 Skill Check Rules...................................91
Noble...................................................... 50 Success Checks.......................................93
Type........................................................ 52

12

Contested Checks..................................94 The Book of Autumn......................... 132
Additional Check Information...............95 Game Master Character Creation........ 133
Concentration........................................ 96 Playing a Ryuujin................................. 136
Condition............................................... 97 Midori-Ryuu Green Dragon................ 138
Status Effects and Recovery...................98 Ao-Ryuu Azure Dragon....................... 140
Journey Rules........................................ 100 Kurenai-Ryuu Crimson Dragon........... 142
The Flow of Journey Checks................ 102 Kuro-Ryuu Black Dragon.................... 144
More about Journey Checks................. 103 Bénédiction ......................................... 146
Terrain Dragons................................... 105 Reveil.................................................... 148
Weather Dragons................................. 113 Leveling Up Ryuujin............................ 150
Combat Rules....................................... 116 Scenario Creation................................. 153
The Battlefield and Objects.................. 117 In the Grasslands.................................. 159
Combat Actions................................... 118 Nekogoblins and Strife in the Town
Other Combat Related Rules............... 120 Market.................................................. 166
Town Creation Rules............................ 123 Intro Replay 3....................................... 173
Town Creation Sheet............................ 125
World Creation Rules.......................... 126 The Book of Winter............................ 176
World Building Sheet........................... 127 Monsters............................................... 177
Intro Replay 2....................................... 128
Appendix................................................. 208

13

THE
PATH TO
RYUUTAMA

Welcome to the world of “Ryuutama,” the natural fantasy RPG! A vast expanse—-
the fullness of nature and the wonder of the changing seasons—-beckons the
intrepid traveler.
The world of Ryuutama was borne of four dragons.

Four dragons preside over the whole of creation, each representing one of
the four seasons: Spring, Summer, Fall, Winter. The four dragons deigned to
breathe life into twenty more dragons and gift them with dominion over land
and sky. These twenty dragons crafted the beautiful earth and begat the chaos
of weather. The four dragons of the seasons and the twenty dragons of the earth
and sky were the beginning of all we know, and even now the world is protected
by the majesty of the dragons.

In this game, the players assume the role of “Travelers,” those who have
embarked on a journey through unknown lands.

In this world there exists an ancient custom: All men and women are expected
to leave their hometown for an extended journey at least once in their lifetime.
These people are called Travelers. Players choose a class for their Traveler from
the seven available choices: Hunter, Merchant, and Minstrel, among others.
Though armed with swords and a little magic, the world can be a perilous
place. Large expanses of uninhabited and unmapped land crawl with monsters
and hidden dangers.

Terrain and inclement weather conspire to make the Traveler’s journey
difficult. Will you make it to your destination safely? Do you have enough
food and water? Are you completely sure that you remembered to equip your
sturdy boots and rain-cape? Proper preparation is essential to survival in the
wilds. But one must not forget to take in the sights and sounds of the fantastic
places you visit, nor should you ignore the beauty of the mercurial seasons. The
seasoned Traveler knows to appreciate even the mundane scents and textures
along a journey.

14

In addition, there is someone watching over the Travelers. That is the
“Ryuujin,” the character controlled by the Game Master.

Like other table-top RPGs, the Game Master (or “GM” for short) creates
the scenario and manages the play session. However, in Ryuutama, the GM
also has a chance to participate with a special character of their own which they
have created.

The Game Master becomes a Ryuujin, of which only one-thousand and
one exist in this world. They are known as the hidden caretakers of this world,
whose aim it is to create Travelogues to feed the young seasonal dragons. Ryuujin
protect those Travelers that have caught their eye, and invite them to begin
Travelogues of their own. Using Benedictions, their power to create miracles,
Ryuujin often save their charges from peril, or conversely put them in a pickle.

And so, as the Ryuujin share with the seasonal dragons the Travelogues
they’ve recorded, the world becomes a richer place, and the Ryuujin grows. And
so the Ryuujin spins another Travelogue.

There’s one more important thing in the world of Ryuutama. In this world
there is no official setting of kingdoms, towns, or even famous people.

How are you supposed to play in a world with no setting?
The answer is this: “Create it yourselves.”
To that end, rules to create your own world are included. At the beginning
of the game, everyone involved will get together to create the towns and environs
that will become the foundations of the journey. You should try making the towns
and villages you’d like to travel to by discussing with your friends. Ryuutama
begins with the creation of the world and the towns that populate it.
This world is the cosmos of a brand new Egg. Since your imagination is the
incubator for the Egg, I’m sure a fabulous universe is going to be born.
Welcome to your own personal Ryuutama!

—Okada Atsuhiro

15

About TRPGs

TRPGs, or “Table-Talk Role Playing Games,” as they’re known in Japan, are a
type of game that can be enjoyed by a group of two or more players.
Like in home console/video game RPGs, each player creates a single character and
follows a story with adventures, mystery-solving, and—just sometimes—combat.

TRPGs differ from normal games in that there is no machine involved, so
they are very open. From the description of scenery, to the advancement of the
story, including the characters and enemies (Monsters) introduced, everything
is narrated by a participant who takes the role of the Game Master.

With a single Game Master and one to six additional players, the group sits
around a table and uses rules to create a story while chatting with each other. I
guess you could say that it’s like an evolved version of Candy Land.

As long as you have pencil and paper, dice, and this rulebook, you can play
this game anywhere, anytime; that is what makes TRPG so unique.

Why are TRPGs so Fun?

Table-Talk
Table-Talk role-playing games are enjoyed by groups of players, usually sitting
at a table together, though technology allows players from around the world to
participate in games online.

To many contemporary gamers, the term RPG carries connotations of a
particular video game genre. However, video game RPGs are limited in their
flexibility and cannot offer the range of choices available to a TRPG player. In
contrast, the TRPG player is solely responsible for coming up with their character’s
dialogue and action. Since the game is a product of the imagination of several
players at once, it is nearly impossible to know exactly where a particular gaming
session will end up. The bursts of creativity that come from excited players are
impossible for a computer to recreate, and this is where TRPGs really shine.

The game itself isn’t limited to interaction with the rules alone, but extends
even to the interaction between the players themselves. Just as in board and
party games, as soon as the players engage each other in excited conversation,
the game has begun in earnest.

16

Role Playing
A TRPG is a game where you act out the character that you have created,
performing an improv session with everyone at the table.

In fact, to put it simply, it’s just make-believe. When you were a child, you
probably played house and assigned duties, like, “I’m going to be the mom,
so you be the dad, ok?” In much the same way, in Ryuutama it’s, “I think it’d
be cool to be a magic-using princess!” or “Well, then I’ll play an adventuring,
sword-wielding merchant.” and “I’m going to be the minstrel!” In the world of
TRPGs you can be anybody you desire. When you “act out” your character, it
can be a little embarrassing until you get used to it, but it can also be great fun
to play out incredible scenes, like the ones you see in anime or movies, with
your friends.

The bare minimum required to play, and the essence to make it even more
interesting, is written as text in books just like this.

Game
Part of the fun of TRPGs comes from the randomness of rolling dice and using
data to strategize.

You must come up with a scheme to get past an obstacle based on the
attributes of weapons and magic, and the ability scores of enemies and comrades.
Computer games also do this, but TRPGs in particular have a lot of “coming up
with schemes.” Using items and spells in new and unexpected ways to overcome
problems is a hallmark of the genre.

Also, the roll of the unpredictable dice can bring about unexpected situations
that would not normally ever come about simply through conversation. You can
probably say that one of the interesting parts about TRPGs is the way that dice
can at times bring out happy story elements, and at other times sad elements.

17

About Travelers

As the kingdoms of man spread throughout the world of Ryuutama, various
cultures and traditions emerged, resulting in a wide range of disparate customs
and even languages. A common thread ties these communities together: the
Journey. Every woman and man in the world is expected to leave their home
town to experience nature and the world at large.

Peasants from tranquil villages, citizens of bustling cities, the kind-hearted
and the short-tempered alike; all embark on the same odyssey.

This aspect of human culture carries such importance that a Traveler need not
fret about their home, the tilling of their land, or even their job. As the Traveler
undertakes their journey, her family, community, and country are expected to
protect her assets. Each Traveler can expect each human settlement to share a
culture that will support them on their trip.

Why would you embark on a journey?

Not everybody embarks on their Journey for the same reason. Some are called by
the beauty of nature; others long to once again come face-to-face with a certain
someone; some are searching for a rare or elusive item; a number of travelers
take to the roads the way migratory birds take to the skies. A legendary king of
an ancient kingdom is said to have suddenly announced, “Well, looks like this
is traveling season!” and abruptly left his kingdom to embark on his Journey.

Journeys can last a year or two, with most travelers returning home after
satisfying their curiosity or otherwise completing their starting goal. Some
people find they never again want to leave the road, while some opt to make
repeat travels, though these additional journeys are not officially supported by
their community the way their first journey is.

Although each traveler embarks on their Journey at a different stage in life,
for different reasons, and heads for different lands, they all strive to make the
most of their time on the road.

18

The Traveler Lifestyle

Just as the frontiers and unexplored lands beyond beckon, monsters timid and
horrific, and terrain treacherous and mysterious await the intrepid explorer.

The smart traveler knows to wear appropriate gear as she travels through
craggy mountains, dark forests, dry deserts, and muddy swamps. The Traveler
with a knack for survival knows to prepare enough water and food lest they
perish by the roadside.

Monsters pose a constant threat to the unwary Traveler. All who walk in
unknown territory must carry--and expect to use--a weapon.

As human settlements spread and encroach on the frontier, travelers are
sometimes asked to keep monster population in check. Unfortunately, this
“monster extermination” is sometimes seen as necessary to keep monsters from
intruding on human habitation. Some monsters, however, are best left alone.

Over the years, travelers have come to find that the best way to reduce the
danger along a Journey is to form a “party,” a group of 3-6 like-minded travelers.
Collected wisdom says that parties composed of men and women from all walks
of life make the trek and the dangers therein that much easier to handle. And
of course, the more, the merrier.

The Cost of Travel and Work

More than monsters or traps, combat or colds, the savvy traveler’s greatest worry
is gold. This common currency is required to buy food, lodgings, clothing and
other supplies to keep the journey going.

Luckily enough, Travelers should have no problem taking on odd jobs in
the towns they visit to make a little profit.

Town inns usually have a notice board for locals to post jobs for travelers.
The contents of these jobs range from simple letter carrying to the extermination
of ferocious monsters. In this world, it has become commonplace to make a
request and pay travelers to solve burdensome problems as they arise. This has
also become a common means by which Travelers find help in paying their
traveling costs.

When the townspeople themselves embark on a Journey, they take on these
jobs in the same way and receive the same pay; you can say this is sort of a give
and take relationship. Most Travelers are normal people that have posted jobs
of their own in their hometown, and are happy to pay back kindnesses done for
them by Travelers in the past.

19

About the
Ryuujin

The Ryuujin is the Game Master’s alter-ego, akin to a guardian spirit that
watches over the world of Ryuutama.

Ryuujin usually appear as beautiful humans with dragon wings and horns,
though they are known to take the form of animals, plants, and even ordinary
humans.

Ryuujin make their abodes in lands far away from human civilization.
A Ryuujin might build her lair within a shrine sleeping at the bottom of the
ocean or a palace resting on the boughs of a great tree. While they are within
the confines of their demesne, their forms have substance, but once they leave,
that form becomes vague and indistinct to most humans and other living things.
Given time, Ryuujin can learn the gift of transformation, whereupon they can
once again become substantial and appear before humans in their humanoid
or great dragon forms.

Ryuujin and the Seasonal Dragons

There is a deep connection between Ryuujin and the Seasonal Dragons. The
seasonal dragons are the dragons responsible for the creation of the world, but
compared to the nearly eternal lifespan of a dragon, they are still very young.
The seasonal dragons have an eternity of growth before them.

But the exact process of raising a dragon is a deep mystery to most.
Seasonal dragons do not eat normal food, but instead consume “Travelogues”,
the very stories that are borne of those who traverse the world of Ryuutama.
The Ryuujin record Travelogues from the deeds of Travelers and offer them
to the seasonal dragons. As the Ryuujin feed Travelogues to the seasonal dragons,
the dragons grow. Travelogues from Spring are fed to the spring dragon, while
Summer tales are given to the summer dragon. Travelogues are brought to their
respective dragons and become nourishment.
And, as the seasonal dragons grow, the world, too, becomes brighter and
more colorful. The form of the seasonal dragons, and of the world itself, depends
on the type of travelogues consumed.
Ryuujin are the caretakers of the seasonal dragons, and in a way, the world.

20

Ryuujin Actions and Ability Scores

When a Ryuujin comes across a party of travelers that they want to watch over,
they do so quietly from the shadows or from within their dwelling.
At times the Ryuujin will guide travelers to a place where something is about
to happen and at other times the Ryuujin will lend a hand when the travelers
seem to be in danger. Rumors have even been heard of mischievous Ryuujin
that annoy travelers with their tricks.
To these ends, Ryuujin have three special powers at their disposal: “Artefacts”
which have the power to influence the natural laws of the world; “Benedictions”
that have miraculous powers over travelers creating a Travelogue, and “Reveil”
which allow a Ryuujin to exert some of their life energy to change into a substantial
form. Using these three powers, Ryuujin are able to help shape Travelogues into
amazing stories fit to serve a dragon.

Dragon Statues (or “Ryuuzoh”) are small stone
carvings that can be found along just about
any road. They are generally representations
of the Ryuujin, guardians of travelers, and are
placed along roads as guides. It is said that
dragon statues point travelers to the right
direction, and they hold a walking stick that
any new traveler can feel free to take along
on their journey. It is customary for travelers
who find a Dragon Statue without its walking
stick to leave their own walking stick with
the statue for the next unfortunate Traveler
in need of aid.

21

Travelers,
Step by Step:

Step 1: Before we embark, let’s get ready!

➙❁❁ Get to know what sort of game Ryuutama is. Read through the rulebook.
➙❁❁ Prepare the game. Review character creation
➙❁❁ Gather the necessary materials. Writing utensils, dice (one each of 4,

6, 8, 10, and 12-sided dice), copies of each character sheet.

➙❁❁ Create the traveling companions together. Gather your party, discuss

everyone’s party roles and give self-introductions.

➙❁❁ Create the town that will become the destination. “Town Creation” rules

Step 2: The Voyage! What’s a single day of travel like?

Traveling rules Encounters on the trail
❁❁ What happens if I don’t feel well?
❁❁ Determine how good or bad you
➙ Status effects rules
➙feel that day. Condition Check ➙❁❁ Monster encounter! Combat

❁❁ Are you able to travel without rules

➙getting hurt? Travel Check Walk around town

❁❁ Are you able to find your way ➙❁❁ Enjoy shopping. Shopping

➙without getting lost? Direction rules
❁❁ Services and facilities in town.
Check
➙ Facilities
❁❁ Are you able to spend the night ➙❁❁ Bring animals. Animals

➙safely and without incident?

Camping Check

Step 3: Things you can do to make your trip comfortable

➙❁❁ Make use of your skills Skills, Type
➙❁❁ Use tools and items. Items
➙❁❁ Use medicinal herbs. Healing Herbs
➙❁❁ Use magic. Magic

Step 4: Growth upon completion of your journey

➙❁❁ Add up your EXP and level up. Level up

The Player’s Role • Proceed through a scenario with the GM.
• Control a single character. • Follow the rules of the game.

• Cooperate with the other players and
make the session fun for everyone.

22

23

Ryuujin,

Step by Step:

Step 1: Before creating the scenario, let’s get equipped!

➙❁❁ Get to know what sort of game Ryuutama is. Read through the rulebook.
➙❁❁ Gather the necessary materials. Writing utensils, dice (1 each of 4, 6,

8, 10, 12 sided dice), copies of each game reference sheet (Ryuujin, Town
Creation, etc).

Step 2: Creating the scenario

Creating the basis for the Journey Tale

➙❁❁ Determine the scenario type Scenario creation

❁❁ Complete the Scenario Objective sheet
❁❁ Complete the Scenario Structure sheet
❁❁ Complete the Event sheet

➙❁❁ Decide the Ryuujin’s Benediction Benediction

Step 3: Embarking and starting the scenario

Game preparation
❁❁ Rules explanation
❁❁ Ryuujin gives self-introduction
❁❁ Supporting and helping the PCs

Throughout the journey’s proceedings, watching over the PCs

➙❁❁ Advancing the scenario Narration, rules adjudication, controlling NPCs

❁❁ Support the scenario by creating miracles using the Ryuujin’s Bènèdiction.

Step 4: Offer the completed story to the dragons of the 4
seasons to consume.

➙❁❁ Make a record of the session and level up. Level up

Step 5: If any other trouble arises

➙❁❁ If you need help FAQ and Glossary

The GM’s Role • Control NPCs and Monsters
• Act as a fair referee
• Help make the session fun for
• Narrate the scenery and conditions everyone

• Explain the outcome of the player’s
actions

24

25

Vocabulary

Player
A person that is participating in the travelogue/scenario created by the GM.

A player creates a character that appears in the travelogue and plays the role
of that character. In the world of Ryuutama, these characters become Travelers.

Game Master (GM)
The person that creates the scenario and guides the players through the travelogue
and world they have created. They act out the parts of the non-player characters
(NPCs) and nudge the travelogue forward. In the world of Ryuutama, GMs take
on the role of the Ryuujin and watch over the Travelers, played by the players.

Player Character (PC)
These are the characters created by the players before the start of the game.
They appear in the Game Master’s travelogue. The players determine the PC’s
details such as name and gender, then act out these characters during the game.
In Ryuutama, the PCs are called Travelers.

Non-Player Characters (NPC)
These are the characters that appear in the travelogue prepared by the GM
that are not controlled by the players. These can be supporting characters or
even enemies.

Party
This is the group of PCs traveling together within the travelogue.

Sheet
These are the various print-outs, prepared each session for GMs and players to
access necessary data while playing. The various sheets in the back of the book
can be copied as required. They can also be downloaded from the Ryuutama
website.

Session
A single game from beginning to end, usually lasting between 3 to 6 hours.
Usually one session has enough events to become a memorable story.

Campaign
Continuing the adventures of a static party across successive sessions. During
a campaign, scenarios often continue one after another.
26

The Various

Dice Among 4-sided dice, there two basic variants.

One type has numbers at each corner, You can get these dice
at hobby stores catering
showing the die value at the topmost corner
to board and role-
when rolled. The second type has numbers playing gamers or at
specialty stores online.
along each edge, showing the die value

at the bottom of the die when rolled.

It hurts when I guess you can Each die face Each face is
you step on it, say it is the most looks like a a pentagon
so be careful! drop of water
common die

d4 d6 d8 d10 d12

Scenario Dice are created in so many
The framework for a travelogue prepared different colors that it shouldn’t
by a GM, which becomes the basis for the be too hard to find dice that match
session. Depending on the player’s choices
and the result of the dice, the session may your character’s Image Color.
shift away from the GM’s prepared scenario, Try using dice that match your
but this usually means that it is veering into character--it’ll add to your fun!
more interesting territory.

Dice d20
These are the multiple-sided tools used to randomize
events during the game.The dice used in Ryuutama are:
4-sided dice (d4), 6-sided dice (d6), 8-sided dice (d8),
10-sided dice (d10), and even 12- and 20-sided dice (d12
and d20 respectively) when characters become high level!
Note: It’s common to see a “0” on one of the faces of
a 10-sided die: This represents a result of “10”.

Check
A check is the rolling of the dice to randomly determine the outcome of an
action. In Ryuutama, almost all checks are performed by rolling 2 dice and
adding both results. Other games may refer to this as a “roll.”

Critical
Criticals (or “Crits” for short) occur when both dice rolled during a check
show 6s, or both dice rolled show the highest possible result (Ex: a d4 and a d8
together result in a “4 and 8”). A Critical always results in a spectacular success.

Fumble
Fumbles occur when both dice rolled during a check show 1s. A Fumble always
results in a terrible failure. However, all members of the party (not just the player
who fumbles) receive a Fumble Point.

27

THE BOOK
of SPRING

wherein are provided the rules
and information for player
characters and travelers

28 Book of Spring

Player Character
Creation

The players must create their player characters—their Travelers—before the
game can begin. These are the instructions for character creation.

Choose a Class

Character creation starts with the selection of the character’s Class. The seven
Classes represent different character jobs and standings in their community.
Players should cooperate when choosing Classes so that their specialties and
skills don’t overlap.

The Minstrel, Merchant, Healer and Hunter classes are recommended for
new players.

The Artisan, Farmer and Noble classes are recommended for players with
a little experience playing Ryuutama.

Choosing a class determines the Skills that are available to your character.
Your character is able to use any Skills available to their class at first level.

Choose a Type

Next, the players should determine their character’s Type. Each Type is adept at
handling certain kinds of danger that the PCs might come across in their journey.

Attack Type
This type specializes in combat and using weapons.

Technical Type
This type can quickly assess a situation and find
clever ways to solve problems.
Magic Type
This type enables the use of various types of magic.

Book of Spring 29

Determine Starting Ability Scores

A character’s Starting Ability Scores are the numbers that represent the physical
and mental statistics of each starting character. They are expressed as 4 values:
Strength [STR], Dexterity [DEX], Intelligence [INT], and Spirit [SPI]. These
are often called “stats”.

Each ability score is expressed as an even number from 4-12, i.e. 4, 6, 8, 10,
or 12. Starting scores may not be above 8 and therefore must be either 4, 6, or
8. The higher the number, the better the ability.

Furthermore, the value of each score determines the type of dice that will
be rolled when that stat comes into play: for example, a character with [STR:
6] will roll a 6-sided die when a [STR] check is called for.

To determine a character’s Starting Ability Scores, choose one of the following
three sets of numbers and arrange them as you like between the four scores:

Average Set 6666
Standard Set 4668
Specialized Set 4488

Explanation of Stats
Strength [STR]
Represents physical power, stamina, and endurance.

Dexterity [DEX]
Represents speed, nimbleness, and lightness of foot.

Intelligence [INT]
Represents power of judgment, thought, and memory.

Spirit [SPI]
Represents focus, bravery and strength of conviction.

The mysterious player M.N. decides to create a Farmer class character. Perhaps
the ability to have multiple animals is appealing. M.N. decides that this
character will want to help out the party on the road and is perhaps a bit
of a free spirit, so this character’s side-job will be the Minstrel’s Music skill.

This character is starting to feel like a bright personality, so M.N. chooses
the Magic Type, and selects Spring as this character’s magic season. Suddenly

30 Book of Spring

M.N. thinks up the perfect name: Haruka! Haruka chooses her 2 initial
incantation spells.

Haruka is strong in body and spirit, but not quite as nimble as others.
A high [SPI] score will help with her magic and [DEX] is probably her
least important Ability Score. She chooses to spread out her starting scores as
follows: [STR:6] [DEX:4] [INT:6] [SPI:8]

Hit Points (HP)

Max HP = [STR]x2

HP is an abstract value that represents a character’s stamina and ability to take damage
before being knocked out. Being attacked and beset by mishaps on the trail will reduce
your HP. When a character’s HP is reduced to 0, they are knocked unconscious. Any
damage that reduces a character’s HP below 0 has a chance to cause that character’s
death. Rules for fainting and death are covered in the combat section of the rules.

Mental Points (MP)

Max MP = [SPI]x2

MP is an abstract value that represents a character’s force of will and concentration.
A character may use magic and Concentration by spending MP. MP may never drop
below 0, so if a magic spell requires more MP than a character has, that spell may not
be cast. If a character’s MP falls to 0, they fall unconscious.

Carrying Capacity

[STR] +3

Carrying Capacity represents how much a Traveler can carry on their person. This is an
abstract notion that combines weight and volume; a Traveler can equip containers or
bags that have their own Carrying Capacity to increase the amount of goods or items
they can carry. Clothes or armor actively being worn, and weapons or items currently
being carried in hand, do not count for Carrying Capacity.

Haruka starts off with [STR:6], so doubling that brings her starting HP to 12. She
cannot go above that, even via healing.

With her [SPI:8], she gets a big MP total right away with a base of 16 MP.
She adds her Magic Type bonus of +4 starting MP, for a final total of 20 MP! That’s
the most any character can start with.

With a [STR:6] and the Farmer Skill Robust, Haruka’s starting Capacity is 12.
Haruka can raise her maximum HP and MP as she levels up, but from now on
any changes to her [STR] or [SPI] will have no effect on those values. A character’s
Capacity, however, will change as their [STR] is raised or lowered.

Book of Spring 31

Choose your Mastered Weapon

Each character is skilled in the use of a particular weapon, called their Mastered
Weapon. This is the weapon that the character will use the most in combat.

Choose one of the five weapon types as your character’s Mastered Weapon:
Light Blade, Blade, Polearm, Axe, and Bow. A character starts with their chosen
Mastered Weapon. If the GM allows it, a Traveler may choose Unarmed as their
Mastered Weapon, but if they do, they will start with no weapon.

During combat, attacking with a weapon that is NOT a character’s Mastered
Weapon will reduce that character’s HP by 1 for each attack. This is caused by
the exertion of using a weapon that the character is not used to.

Weapon Categories

Light Blade: dagger, short sword, wakizashi, etc.
Accuracy: [DEX + INT] +1
Damage: [INT] -1
An accurate but weak weapon. 1-handed
Blade: broadsword, rapier, katana, etc.
Accuracy: [DEX + STR]
Damage: [STR]
A weapon with good balance between accuracy and damage. 1-handed
Polearm: longspear, trident, lance, etc.
Accuracy: [DEX + STR]
Damage: [STR] +1
A weapon with high damage. 2-handed
Axe: battleaxe, greataxe, etc.
Accuracy: [STR + STR] -1
Damage: [STR]
A weapon with poor accuracy but which takes advantage of the bearer’s strength.
2-handed
Bow: shortbow, longbow, crossbow, etc.
Accuracy: [INT + DEX] -2
Damage: [DEX]
Can attack from long range, but has poor accuracy. 2-handed
Unarmed: unarmed combat, using a stick, etc.
Accuracy: [DEX + STR]
Damage: [STR] -2 (Using an improvised weapon makes this -1 instead)
Attempting to fight without a weapon. Uses both hands.
Accuracy: Determines whether your attack hits the enemy or not.
Damage: Determines the amount of damage dealt if your attack connects.

Micka is Haruka’s traveling companion. As a Magic Type Merchant, he
has no particular combat training but realizes that he should be prepared to
protect his goods on any road. With his [DEX:6] and [INT:8], he realizes

32 Book of Spring

that the “short sword” type weapon is best suited for him. He decides to take
a small dagger (a Light Blade weapon) with him in case of trouble on the
road, and notes the weapon’s information on his character sheet.

Determine your Personal Item

Next, choose for your character a small item that they would have an emotional
bond with. This should be something the character would have on them at all
times.

This item is only to add flavor and background to your character, and has
no mechanical effects or rules of its own. With consent from your GM, you
may choose a piece of travel gear or weapon as your character’s Personal Item,
but this is strongly discouraged.

Shop for items

Characters start with 1,000 gold. Consult the item list and use this money to
buy and equip any items your character will need for the journey ahead.

Your GM may specify that the player characters will spend the first portion
of the session shopping. If this is the case, you can skip this step for now.
Alternately, the GM may specify that you will be using the Picnic Rules, below,
in which case this step does not take place.

Pick Your Character Details

Now that the mechanical aspects of the character are dealt with, hopefully it
will be easier for the player to come up with the more important details - the
ones that bring their character to life.

Character Name
In addition to a name, thinking of a character’s nickname or alias may help to
add some flavor.

Age/Gender
People of all ages and genders may decide that this is the time to set out on
their Journey.

Image Color/Outward appearance
A character’s image color can be their favorite color or merely a color that they
always seem to be wearing.

A character’s outward appearance can include their style, clothing, aura,
skin, eye or hair color.

Book of Spring 33

Hometown/Reason for Journeying
Players are encouraged to come up with the details of their hometown, as well
as character details, like where they were born and how they make their living.
Some characters may not have a pressing reason for journeying, while others
may have a dramatic goal that the GM may use in future scenarios.
Personality/Other Details, etc.
As you play your character, this will become very important. You may want to
discuss your character with the other players. If your character’s personality
doesn’t jump out at you immediately, it is perfectly fine to leave yourself room
for the character to grow throughout the first few sessions of play.

Picnic Rules
You can use these rules to simplify things for players new to Ryuutama, or to
get a game going more quickly.

Under these rules, item size and durability are ignored, as are the rules
for Concentration. All weapons use [STR + DEX] for accuracy checks and [STR]
for damage rolls.

Also, food and water are automatically refilled, so there is no need for
shopping. You may start with the following items:

Basic Traveler’s Set (Everyone)
Backpack, sleeping bag, wooden utensils, water pouch, rations

Party Set (assigned to 1 person)
Pack animal, barrel, wooden chest, repair set, soap, washing set, torch,
firestarter set, tent

34 Book of Spring

Ryuu tama Stats STR DEX INT SPI

6 468

Character Sheet Max STR Max SPI
Fumble Points
Ryuujin Created Condition 12 20

Character STR SPI If over 10, add 1 dice size to any 1 stat
name
Haruka Bryute 0 Player name M.N. 1) Movement Check [STR + DEX] Traveling Rules 3) Camp Check [DEX + INT] Initiative
Level Gender F Age 16 y.o. DEX INT
Class 1 EXP Type Magic (Spring) 2) Direction Check [INT + INT]

Farmer Equipment

Equipped items count as size 0

Class Skill Stats Used Effect Weapons short sword Accuracy Damage Durability Effect/etc.
Robust DEX SPT Carrying capacity +3,
Animal Owner condition check +1 DEX + INT +1 INT -1 1 one-handed
Side Job Can own 3 animals
Defensive Points Penalty Durability Effect/etc.
Play inspiring music
Traveler’s Shield
Outfit Armor cute sunhat heatEffect/etc. +1 Effect/etc.

Mastered Specialized Personal Item Gloves from Terrain Weather Determine bonuses and penalties for Terrain and Weather here
weapon Terrain her brother

Image Color / Appearance Check Level 1 Level 2 Level 3 Level 4 Level 5
Bonus
Her image color is yellow. grassland wasteland woods highlands rocky deep swamp mountain desert jungle alpine
She has chestnut-color (semi-long), an embroidered blouse, terrain forest
skirt, and a sun hood.
Check Weather: Weather: Weather:
Book of Spring
Hometown / Reason for Travel Penalty rain strong fog hot cold hard snow deep dark hurricane blizzard
wind rain fog
She is from Elnte, famous for windmills and wheat.
She has a letter from her late father that she is trying to give +1
to her brother Fiore, who left the town 3 years ago.
Status Effects If the next day’s Condition Check is higher than the status effect number, it is cured.

Notes Mind Body Injury Poison Sick

She is in charge of the travel diary. Nickname: Hina the Flowerbird. DEX Die STR Die ALL Die
She loves singing and her white dog Custer is her best friend. size size size
She is a crybaby when it comes to dark places.
Tired Muddled Shock

SPI Die INT Die ALL Die
size size size

35

Classes

The seven character classes of Ryuutama represent a variety of possible jobs and
positions in the community.

Skills

Skills are specialties and techniques that are learned through experience on the
job, turned into rules that can be used to affect the game.

Each class has three skills.
These skills have been learned by years of training or service in a town or
village, and will come in handy during a long journey.
Skill Effect
This field explains the effect a skill has when it is used, including results for
successes, critical successes, and fumbles.
Usable Circumstances
This explains the conditions that must be met before the skill can be used. Skills
that do not require any particular circumstances will have a (-) in this box and
can be used at any time.
Stat Used
This field indicates the dice that must be rolled in order to determine the
outcome of a skill check. The stats listed here determine the dice to be rolled.
Target Number
This shows the value the dice roll must meet or exceed in order for the Skill
check to be successful. An entry of “Topography” means that the value is the
level of the Terrain + the Weather modifier.

36 Book of Spring

Book of Spring 37

Minstrel

A traveler among travelers, who roams from town to town performing songs or dances.
The Minstrel has a wide array of skills that can help the party in a variety of situations.

Example jobs: dancer, musician, minstrel, Example actions: dancing, singing,
etc. storytelling, etc.

Well-traveled

As a minstrel who makes his earning by constant travel, you’ve learned how to
travel safely.

Skill Effect: +1 to Journey Checks (Travel/Direction/Camping Checks; always in effect)

Usable Circumstances Stat Used TN
-
- -

Knowledge of Tradition

The people you have met on your travels have taught you their old songs and
legends. You have learned a great deal about the world in this way.

Skill Effect: You can get more information about the things you see and hear.

Usable Circumstances Stat Used TN
[INT + INT] GM’s discretion
Anytime you come across
something interesting

Music

You can play music that reinvigorates your companions. Once per scenario you may
choose one terrain or weather type you are currently traveling through and gain it
as a song. For example, if your character is currently in a rainy grassland, they might
learn “Rain Song” or “Ballad of the Grassland,” but not “Desert Rumba.” You may
later use the song only if it matches the specific condition in which it was acquired:
for example, “Rain Song” can be used anytime it is raining, regardless of terrain.
You can name your song whatever you like (the above names are only examples).

Skill Effect: Give all party members a +1 bonus to their next roll. Critical: +3 bonus
Fumble: Any PCs with Condition of 6 or less gain the [Muddled: 6] status effect.

Usable Circumstances Stat Used TN
Topography
Usable when in a suitable area. [DEX + SPI]

Each use reduces the Minstrel’s HP by 1

38 Book of Spring

Book of Spring 39

Merchant

A traveling tradesman who exchanges goods from various locales for gold and jewels.
The Merchant has skills that allow them to buy goods cheaply and sell them for a higher
price. They are also good at negotiations using conversational skills.

Example Jobs: trader, store owner, caravan Example actions: selling, buying, trading,
leader, etc. carrying, etc.

Well-spoken

As a merchant who earns her keep by trading, your communication skills are top notch.

Skill Effect: Negotiation Check [INT + SPI] gets +1, always in effect

Usable Circumstances Stat Used TN
Any Negotiation Check - -

Animal Owner

You have learned how to raise animals that will help you carry your goods. Normally,
only one animal can be taken on a Journey for free (without paying their daily food
and water costs). With this skill, you can keep more animals without incurring their
food and water costs. The animal rules are explained in detail in the Items section.

Skill Effect: You can keep 2 more animals for a total of 3 without paying for their
food and water.

Usable Circumstances Stat Used TN
-
- -

Trader

When you go shopping, you can buy items cheaply and sell items at a higher price.
However, in order to do so, you must buy or sell at least four items of the same type at
once. When buying, you must have enough money to buy all the items at their normal
price. If you succeed on the check, the price of the items will change. If you fail a
check when buying, you cannot cancel the deal: You must buy the goods at full price.
There may be times when supplies are short or shop owners refuse to deal with
you, and you cannot use this skill. You may not use Trader to sell items in the same
town that you have bought them.

Skill Effect: You may buy items at a reduced price or sell items at an increased value.

Usable Circumstances Stat Used TN
[INT + SPI] See table
When selling/buying 4 or
more of the same item

Check Result 6-7 8-9 10-13 14-17 18+

% In Price Change 10% 20% 40% 60% 80%

When purchasing goods reduce the price by this amount; when selling goods increase the price by this amount.

40 Book of Spring

Book of Spring 41

Hunter

An outdoorsman who makes their living from nature, using their wisdom, cunning and
technology to bring down their prey. They are able to find food in any terrain while en
route to their destination, and can even carve out the edible or useful parts of monsters.

Example Jobs: hunter, trapper, monster Example actions: hunting, chasing/
hunter, etc. stalking, fishing, etc.

Animal Tracking

You can track four types of monsters (animal, phantom beast, demonstone, or
phantom plant) by following their prints and spoor. You will also receive a +1
bonus to damage against a monster tracked using this skill.

Skill Effect: Find a monster’s location. +1 bonus to damage against any monsters found.

Usable Circumstances Stat Used TN
When finding an animal’s tracks [STR + INT] Topography

Trapping

You are able to harvest valuable materials, such as leather or food, from defeated
monsters. The type of item you receive on a success is shown in the Monster’s
entry in the Dragonica.

Skill Effect: Harvest materials from a defeated Monster

Usable Circumstances Stat Used TN
After defeating a monster [DEX + INT] Monster level x2

Hunting

You are able to catch small wild animals for food. This skill is used just before the
camp check is made, however, if you decide to go hunting, you cannot also help
set up camp. The higher the result of the check, the more food you catch.

Skill Effect: Receive a number of rations equal to Check result – target number, but
cannot participate in the camp check. Critical: All food is Delicious. Fumble: Afflicted
by [Injury: 6] status effect

Usable Circumstances Stat Used TN
Before camp check, once per day [DEX + INT] Topography

42 Book of Spring

Book of Spring 43

Healer

A medic respected by all for their skill in using herbs to cure illnesses and heal injuries. You’ll
want to make sure you have a Healer with you if you are traveling in dangerous areas.

Example Jobs: doctor, pharmacist, Example actions: cure, operate, heal, etc.
alchemist, herbalist etc.

Healing

You heal a companion’s injuries by creating a secret remedy from Healing Herbs and water.
Any Healing Herb may be used, but the process takes time, so this skill is less effective if
used during combat.

Skill Effect: Target character recovers HP equal to the result of [INT + SPI]. During
combat, recover only the result of [INT] (only 1 die.)

Usable Circumstances Stat Used TN
None
Spend 1 Healing Herb [INT + SPI]
(During combat, [INT] only)

First Aid

You can relieve a character’s status effect for one hour. This also reduces the strength of the
status ailment by your current level. If this reduces the strength of the status ailment to 0
or below, the status effect is immediately cured. A character may only receive First Aid once
per day, regardless of whether or not the check is successful.

Skill Effect: Relieve a character’s status effect for 1 hour. Then, reduce that status
effect’s strength permanently by a number equal to the Healer’s level.

Usable Circumstances Stat Used TN
[INT + SPI] Status effect’s strength
A character with a status effect who
has not yet received first aid today

Herb Gathering

You know where to find potent Healing Herbs. Once each morning, when you succeed on
this Skill Check, you can explore the wilderness to obtain a Healing Herb. The Healing Herb
obtained depends on the current terrain. See the Healing Herb list in the Item Section for
more information. Healing Herbs are only good for one day, unless you use a disposable
herb bottle to keep it fresh for up to a week.

Skill Effect: Find a single Healing Herb. Critical: Find 3 Healing Herbs. Fumble: Afflicted
with [Poison: 6]

Usable Circumstances Stat Used TN
[STR + INT] Topography
Once each morning,
before the Travel check

44 Book of Spring

Book of Spring 45

Farmer

A worker who lives in harmony with the bounty of nature. In order to reap their
harvest, they must set their hand to a number of different tasks, giving them practice
with a single skill from another class.

Example Jobs: farmer, breeder, milkmaid, Example actions: farming, planting,
etc. hauling, etc.

Robust

Thanks to your healthy lifestyle, your body is sturdy, and you are in tune with its
natural rhythm. You are naturally resistant to ill effects and can carry more items.

Skill Effect: +1 bonus to Condition Checks. +3 bonus to Carrying Capacity

Usable Circumstances Stat Used TN
-
- -

Animal Owner

You have learned how to raise animals that will help you carry your goods. Normally,
only one animal can be taken on a Journey for free (without paying their daily food
and water costs). With this skill, you can keep more animals without incurring their
food and water costs. The animal rules are explained in detail in the Items section.

Skill Effect: You can keep 2 more animals for a total of 3 without paying for their
food and water.

Usable Circumstances Stat Used TN
-
- -

Side-Job

Since a farmer’s life can be tough without extra money in the off-season, you’ve
taken up another job on the side. When you choose the Farmer Class, choose a
single Skill from any other class that requires a Skill Check. You may use that skill
as if you were a member of that class. However, you aren’t as practiced as a person
of that class, so you will always have a -1 penalty to the check.

Skill Effect: Use a single skill from another class with a -1 penalty

Usable Circumstances Stat Used TN
Depends on the skill
Depends on the skill Depends on the skill

46 Book of Spring

Book of Spring 47

Artisan

A craftsperson that makes useful things, beautiful things, delicious things—all kinds of items.
They are able to fix things that break along the way to their destination, and create things they
need along the way.

Example Jobs: shoemaker, hatmaker, Example actions: sewing, cooking,
cook, etc. repairing, etc.

Trapping

You are able to harvest valuable materials, such as leather or food, from defeated monsters.
The type of item you receive on a success is shown in the Monster’s entry in the Dragonica.

Skill Effect: Take materials from a defeated Monster

Usable Circumstances Stat Used TN
After defeating a monster [DEX + INT] Monster level x2

Crafting

You can use this skill to make handy, cute, beautiful or delicious things. If you have time and
tools, you can make things during your Journey. Each craft is different, and so are the things
each character can make. When choosing the Artisan class, choose a single category from
this list: Weapons, Armor, Shoes, Capes, Staves, Hats, Accessories, Food, Sundries, Camping
Equipment, or Containers. If you choose “Shoes”, for example, you can make any item in
the Shoes category. If you fail this skill check, you may try again; the materials won’t be
lost, but the time will.

Skill Effect: Make an item from your specialization. Choose the specialization category
when choosing this class.

Usable Circumstances Stat Used TN
[STR + DEX] See table
Anytime you have the time
(1 day per size) and materials
(1/2 the gold cost)

Repair

You can repair damaged items, restoring their durability to full. Use the table below to
determine the Repair Check target number. This costs 10% of the item’s value, regardless
of success or failure. You may retry a failed skill check, but you must pay the cost again.

Skill Effect: Repair an item and return its durability to its original value

Usable Circumstances Stat Used TN
See table
Anytime you have the time (1 day per size) [STR + DEX]
and materials (10% the gold cost)

Item Price 100g 1000g 10,000g 100,000g More
or less or less or less or less 18
TN 6
8 10 14

48 Book of Spring

Book of Spring 49

Noble

A member of a noble house, accomplished in both the literary and military arts as well as
instructed in proper etiquette. However, Nobles are not quite suited to the life outdoors
and are not very good at traveling.

Example Jobs: knight, samurai, daimyo, Example actions: giving orders, protecting,
lord, etc. studying, etc.

Etiquette

Due to your long years of tutelage and experience in noble society, you are aware
of the importance of proper etiquette. When speaking to someone of rank or
status, you are able to leave them with a positive impression of you when you
win a contested Etiquette check.

Skill Effect: Leave a positive impression on someone of high rank or status.

Usable Circumstances Stat Used TN
[DEX + INT] contested
Conversing with someone of
rank or status

Refined Education

After years of study under a learned tutor, you have memorized facts and trivia
about many aspects of the world. You know more than the average person about
history, famous people and well-traveled places.

Skill Effect: Know detailed information about the things you see or hear.

Usable Circumstances Stat Used TN
Seeing or hearing something. [INT + INT] GM’s discretion

Weapon Grace

After long years of practice and extensive training under a master-at-arms, you
have learned to be graceful when wielding a certain weapon. When creating
your character, choose either Blade, Polearm or Bow. You receive this weapon
as a Mastered Weapon. If you already have this chosen category as a Mastered
Weapon, you receive a +1 bonus to your Accuracy checks when using a weapon
from that category.

Skill Effect: Choose Blade/Polearm/Bow; it becomes an additional Mastered Weapon.

If chosen category is already a Mastered Weapon, gain +1 bonus to Accuracy checks.

Usable Circumstances Stat Used TN
-
- -

50 Book of Spring


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